Flash MX 2004 Games Most Wanted

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Overview

Flash MX 2004 Games Most Wanted presents a definitive selection of game design techniques using this version of Macromedia Flash—now the industry standard for creating multimedia applications, used by over one million professionals.

Each chapter covers a distinct area of online gaming, describing the design and development of a finished Flash game. The book delivers as many complete example games as possible and is packed full of the most wanted tips, tricks, and techniques to ...

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Overview

Flash MX 2004 Games Most Wanted presents a definitive selection of game design techniques using this version of Macromedia Flash—now the industry standard for creating multimedia applications, used by over one million professionals.

Each chapter covers a distinct area of online gaming, describing the design and development of a finished Flash game. The book delivers as many complete example games as possible and is packed full of the most wanted tips, tricks, and techniques to demonstrate exactly how to produce exciting and interactive games. This is an inspiring sample of all the very best techniques that professional Flash game designers are using today.

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Product Details

  • ISBN-13: 9781590592366
  • Publisher: Apress
  • Publication date: 12/4/2003
  • Edition number: 1
  • Pages: 266
  • Product dimensions: 7.60 (w) x 9.06 (h) x 0.56 (d)

Meet the Author

Sham Bhangal has worked on books in new media for five years, during which time he has authored and co-authored numerous friends of ED books, including critically acclaimed, award-winning, and bestselling titles like Foundation Flash, New Masters of Flash, Flash MX Upgrade Essentials, Flash MX Most Wanted, and the Flash MX Designer's ActionScript Reference. He has considerable working experience with Macromedia and Adobe products, as well as other general web design technologies (such as HTML, CSS, JavaScript, etc.). In addition to speaking appearances at FlashForward, the biggest Macromedia Flash developer conference, Sham has also been a beta tester for Macromedia and Discreet products for a number of years.

Glen Rhodes started his mind going early in life, when he was about 4 years old. At that age, Glen began playing the piano, which was sitting unused in his family's house. He's been playing ever since. Later, in 1997, Glen co-wrote a full-length musical called Chrystanthia. Somewhere along the way, he picked up game programming as a hobby, and eventually ended up making games professionally for home console systems. Then, in 1998, Glen discovered how he could take all my experiences and combine them, when he discovered Flash. The rest is history. Glen shares his ideas on his website, GlenRhodes.com.

Keith Peters lives in the vicinity of Boston with his wife, Kazumi, and their daughter, Kristine. He has been working with Flash since 1999, and has co-authored many books for friends of ED, including Flash MX Studio, Flash MX Most Wanted, and the ground-breaking Flash Math Creativity. In 2001, he started the experimental Flash site, BIT-101 (BIT-101.com), which strives for a new, cutting edge, open-source experiment each day. The site won an award at the Flashforward 2003 Flash Film Festival in the Experimental category. In addition to the experiments on the site, there are several highly regarded Flash tutorials which have been translated into many languages and are now posted on web sites throughout the world. Keith is currently working full time doing freelance and contract Flash development and various writing projects.

Steve Young is a designer and Flash developer living in the sunny town of Coatbridge, near Glasgow, Scotland. He started out as a product designer, having studied at Glasgow School of Art, but somehow found himself in the new media industry. Like most of his peers, he just seems to have "fallen into" new media. Up until recently, Steve spent two years working (if you can call it that) at Flammable Jam with Hoss Gifford and some of the other top designer/developers in Scotland. Check out his site at www.gimpster.net.

Brian Monnone is more than simply a Flash artist. He is a technologist with a love for great design, motion graphics, and music. Currently, he is senior interactive designer at nFusion Group in Austin, Texas. His role with nFusion includes creating dynamic Flash demos, videos, and sound design. His future plans include filmmaking. Becoming a filmmaker has been a lifelong passion for Brian, and until that day comes, he'll continue to create unique multimedia. Visit his website: www.monnone.com.

After wanting to be an actor for many years, Brad decided to take a more "realistic" career route when choosing which college to attend. He had always loved to draw, so he decided to give animation a try. Since animating is acting with a pencil, he knew that he'd be happy the best of both worlds! Brad is a graduate of Sheridan College's three-year Classical Animation Program in Oakville, Ontario, Canada, and he's now involved with freelance game development and Flash animation work. His website is www.canvasobrad.com.

Kristian Besley has worked with multimedia for three years, but has been creative with computers for much longer. He currently develops Flash-based material within an educational environment. This material includes interactive presentations to illustrate how scientific things work, as well as graphical user interfaces and tools allowing web-based content creation with basic computer skills. He was a contributing author on the seminal Flash Math Creativity, and many other friends of ED books. In 2002, he launched the world's first bi-annual HTML markup-based TableArt competition. The competition was an unbelievable success.

From an early age, Anthony Eden developed a love for interacting with mathematics and computational languages. Along the way, he gained an appreciation for any given natural environment and developed the ability to transform his environment into a digital construct. Inspiration for his project, www.arseiam.com (essentially an ActionScript anthology of his Flash work), is a testament to this philosophy. For Anthony, the last decade has included commercial roles with Microsoft, Disney, Toyota, and Adobe, opportunities that have provided him with a sound framework in which to explore and diversify his technical skills and style. Spare time? If he's not thinking about it, he's doing it!

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Table of Contents

Game logic 3
Character animation and personality 33
Friction and collision detection 69
Gravity and physics 103
Control 131
Sound for games 159
Retro flash gaming 191
Racing cars 225
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  • Anonymous

    Posted June 6, 2004

    NIce physical effects

    As a physicist, I immediately turned to the parts that incorporate physics. Like the friction of a billiard ball on a pool table. I grew up on Pong, and the rich texturing here is so amazingly removed from that! The discussions on how to collide two balls may not be fully correct to someone who had to deal with impact parameters in classical and quantum mechanics. But it suffices well in the book's simulations. Another chapter deals with using gravity, and will be useful to some of you. Takes the mystery out of incorporating at least a simple gravity in your games. Maybe it is nothing profound, but the results are very slick. And achieved with relatively little source code, which is thoroughly explained in the narrative. The level of detail of the physical simulations here does not approach that of some games by Activision and Electronic Arts, of course. But those are games developed with multimillion dollar budgets and teams of programmers. This book is suitable for you to develop a game by yourself.

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